Comments by arx

it looks like I forgot to change many of the descriptions there. The 3-3 then rook was supposed to go with Buzzard.


You could copy the relevant parts from musketeer chess

many of these shatranj images have transparent backgrounds so they are hard to see with dark themes
Also, the king description text for Great Shatranj is always black regardless of the theme.

Would warmachine-wazir work? Then you wouldn't have to change anything else.

It would be easier if the vulture's description specified which paths it is allowed to follow. Maybe I'm the only one this is unclear to.
It doesn't. I wouldn't understand how it moves without the interactive diagram. I'm thinking something like "moves to the squares (1,4) by making exactly three orthogonal and one diagonal step in any order, all in the same direction." Even that doesn't clearly exclude a move that only allows a single turn in the path

The Official Glinski Coordinates preset has CSS rendering which isn't working right for hexagonal games
Is it possible for css to work with the horizontal or vertical hexagons shapes?

something seems wrong with this game. The code is just copied from Chinese Chess with some pieces added, so I don't think I changed anything important, yet it's saying I'm in check when I'm not.
oops, this is it

Should I be able to use $dest to get the destination square before HandleMove runs?

How do you read the statistics table? What's the difference between mate and mated and what are all the numbers?
best I've done I think is brFlDfsNlAfHblFXlbDYbrNY
130 if I understand it right
ok, blBrfflNfrAflCfrZbrGflFXbrAY is 91
fAbA7lHflCflZfrbG is 124

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For most of those, I have made some that I hope would be good enough. The only one I didn't try is ostrich

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What about Mountaineer for DZ?
AC should be related to whatever you'd call ND.
Would Consul work for AZ?
I don't see the connection.
The corners of the DZ move resemble mountains
That said, the rotary counterpart to ND is NA
ND rotated 45° is AC
It’s not a rotary counterpart (except for W/F and R/B)
Why are those exceptions? It's close enough. F is to W what A is to D what C is to N
Diagonal analogue and rotary counterpart are slightly different things.
To me, it's not so important what you call it. I think it was clear that I meant what you call diagonal analogue. It does necessarily involve extending the distance as well as 45° rotation.
irrelevant rambling about rotation
But if we measure distance in elemental steps, then N moves 3 W steps, and C likewise moves 3 F steps.
The other way works by defining moves differently. Instead of measuring N's move as being 3 steps by the most basic step on the same grid, we can say it's 2 K steps (where both W and F = 1). That way a rotation either increases or decreases the actual distance of the move, while preserving the measured distance in K steps.
So it all depends on how distance is measured. I like to think of rotation as replacing all Ws with Fs; and the second relation as inversion, swapping Ws and Fs for each other, but they do both involve both rotation and absolute distance changes.
"Rotational counterparts" might feel less natural since they don't have the weird effect of increasing some distances while decreasing others. Imagine rotating FD and getting WA. The short move got shorter and the long one longer! A diagonal analogue preserves the shape of the move without distortion. It's also like a screw—you can twist it two different ways to get different results.
What matters here is that CA is closely related to ND.

I'd like to try this if you could add it to game courier
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When I go to any person information page and try to view unpublished submissions, it just shows my own submissions.